direct3d device

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How to render the "reprint" OLE Control in Direct3D

,//width of destination Rectangleint nheight,//height of destination RectangleHDC hdcsrc,//handle to source DCint NXSRC,//x-coordinate of source Upper-left Cornerint NYSRC,//y-coordinate of source Upper-left CornerDWORD dwrop//Raster operation code);If it's an OLE control, it's even easier:Winoleapi Oledraw (IUnknown * PUnk,//pointer to the View object to be drawnDWORD Dwaspect,//how the object is to be representedHDC Hdcdraw,//device context on which

Get started with Direct3D VB.net Programming

I am a VB programmer. I have been developing database applications. After a long time, I feel bored and want to change my taste, but I have no time to learn and materials, I happened to see the learning experience written by others on CSDN, so I quickly entered the door. Good things are not exclusive. As I learned, I changed the original C # program to vb.net code, but the idea is the same and it is only for your reference. Imports Microsoft. DirectXImports Microsoft. DirectX.

The direct3d transformation Pipeline

Introduction This White Paper provides a technical explanation for direct3d application developers on how to set the parameters of the direct3d transformation pipeline by the direct manipulation of direct3d matrices. Overview Direct3d uses three transformations to change your 3D model coordinates into pixel coordinates

Direct3d 9 example program cone

This article introduces directx3d 9 and what is DirectX. It is very easy to say that Win32 C ++ API is mainly used in multimedia programming. The advantage is high performance. Now I know that the version is d3d11, however, I started to learn about d3d9, which is not very outdated. There are many directx3d elements. The elements mentioned here are the elements used in the program. 1> the starting point of d3d programming can be understood as the d3d SDK Assembly used. 2> d3d present parameter, r

Introduction to direct3d program debugging tool pix win

PIX win is the direct3d file attached to the DirectX SDK.ProgramThe debugging and analysis tool is used for d3d applications. If the developer of d3d needs to collect and analyze the call and execution information of the application to the 3dapi, this tool is a good choice. For example, you need to know whether the background rendering target, depth buffer, and template buffer are correctly rendered during a rendering process, alternatively, you can u

Valve opens the Direct3D to OpenGL translation layer, allowing developers to migrate games to Linux (six best Linux distributions for gamers)

Valve opens up Direct3D to OpenGL's translation layer, allowing developers to migrate games to Linux:Https://github.com/ValveSoftware/ToGLValve Steambox Host System Steamos is based on Debian Linux and can be downloaded and installed for free:Http://store.steampowered.com/steamos/buildyourownSteam for Linux Games list:http://store.steampowered.com/browse/linux/Ubuntu can install steam playing games like Dota2 and Left4Dead2:http://store.steampowered.c

Direct3D Vertex Coordinate transformation

start with: Vertex coordinate transformation when Direct3D learn the basics of getting started, here will detail its principles: The process of rendering three-dimensional objects in Direct3D is divided into two stages: "1" tl (transforming and Lighting), i.e. coordinate transformation and illumination; "2" grating processing stage. One, tl assembly line: The following figure: 1, world transformation an

[ZZ] A proposal for compiling Direct3D HLSL with LLVM (written by Michael Larabel)

Http://www.phoronix.com/scan.php?page=news_itempx=OTI2NANote:something very instersting to wine translatingThis idea is inspired for GPU virtualization ... But there are a lot of technical and patent problems.MSFT Hsls, LLVM IR, Windows graphics driver or Linux graphic drivers.Apple GLSL, LLVM IR??A proposal for compiling Direct3D HLSL with LLVMWritten by Michael Larabel in Compiler on (March) at 10:54 PM EDT. 6 CommentsCOMPILER--Lately we have been t

Direct3d 10 System (5)

Direct3d 10 System (5) 5.3 resource mapping and accessOne of the complex issues with API and pipeline design is how to share resources between CPU and GPU. For example, both direct3d and OpenGL allow the vertex buffer to be mapped to the address space of the program, regardless of whether the buffer is allocated to the system memory or the video memory. However, the allocation location will cause a huge pe

Direct3D 11 Fourth Section 3D Spaces

coordinate system, into a projected coordinate system. In a projected coordinate system, the XY axis of a vertex can be obtained from the x/z, y/z ratios of vertices in the 3D coordinate system.In 3D space, things appear in perspective, and the nearer things look larger. Therefore, the points on the 2D screen are directly related to the x/z and y/z ratios.FOV, viewable area, truncated cone.The GPU filters out objects outside the FOV and does not have to be rendered without display, a process ca

Direct3D for X model loading

Today we are going to learn Direct3D use of model import, Direct3D support. x model file import use,. The x file is a Microsoft-defined 3D model file format that contains some information such as meshes, animations, textures, and so on. Currently 3DS Max and Maya do not natively support the export of the X model, only a plugin called "3DS Max Panda" can be used on 3DS Max to convert the model to an X file.

Introduction to Direct3D rendering Pipelines

The rendering pipeline is responsible for performing a series of necessary steps to convert 3D scenes into 2D images that can be displayed on the display. In Direct3D, the steps for rendering pipelines are roughly as follows: (1) local coordinate system to world coordinate system Suppose we are creating a game. Now, we need to build a blacksmith shop for storing in the game scene. It is impossible for us to build a blacksmith shop in a game scenario

direct3d-Index Cache

Direct3D Index cache is in fact the vertex cache on the basis of the fixed vertex connection, such as our plane has 4 points, respectively, and then left and right corner, and the lower left corner, starting from the upper left-hand side to give them the index in clockwise order 0,1,2,3. (These indexes are the order you set in the vertex structure). And then we're going to use these four points to draw a square. We only need to use index cache to lab

Direct3D Use Texture

D3DSAMP_MIPMAPLODBIAS = 8, //多级纹理映射的偏移值 D3DSAMP_MAXMIPLEVEL = 9, //最大纹理过滤级数 D3DSAMP_MAXANISOTROPY = 10,//设置各项异性最大值,越大越好 D3DSAMP_SRGBTEXTURE = 11,// D3DSAMP_ELEMENTINDEX = 12,// D3DSAMP_DMAPOFFSET = 13,//} D3DSAMPLERSTATETYPE, *LPD3DSAMPLERSTATETYPE;The value of the detailed filter from the enumeration typeD3DTEXTUREFILTERTYPEtypedef enum D3DTEXTUREFILTERTYPE { D3DTEXF_NONE = 0, D3DTEXF_POINT = 1, D3DTEXF_LINEAR = 2, D3DTEXF_ANISOTROPIC = 3, D3DTEXF_PYRAMIDALQUAD = 6, D3DTEXF_GAUSSIANQUAD = 7, D

Direct3D 12 Early Adopters: Basic presentation

(SUCCEEDED (HR)) {D3d12_descriptor_heap_desc DESC = {D3d12_rtv_descripto R_heap, 1 , D3d12_descriptor_heap_none, 0 }; hr = M_pd3ddevice->createdescriptorheap (desc, iid_id3d12descriptorheap, reinterpret_cast void **> (m_prtvdescriptor)); } //create RTV if (SUCCEEDED (HR)) {M_pd3ddev Ice->createrendertargetview (M_ptargetbuffer, nullptr , M_prtvdescriptor->getcpudescriptorhandleforheapstart ()); }D3d11 Similar, create RTV, but no dedicated interface, with this descriptor is go

Directly mapping texels to pixels (direct3d 9)

Document directory Summary Original article address: directly mapping texels to pixels (direct3d 9) When rendering 2D output using pre-transformed vertices, care must be taken to ensure that each Texel area correctly corresponds to a single pixel area, otherwise texture distortion can occur. by understanding the basics of the process that direct3d followsWhen rasterizing and texturing triangles, You ca

[Convert] direct3d 11 tessellation tutorial

The new hardware tessellation feature available on direct3d 11 video cards has great potential, but using it refreshing tively currently requires understanding higher-order surfaces as well as a myriad of performance implications. in addition to the Windows DirectX graphics documentation, here are a number of resources for learning more about using direct3d 11 tessellation: Giamefest 2008-

Direct3d: drawing pipeline

Rendering pipeline: a series of operations that must be performed from 3d to 2D. Local Coordinate System-> world coordinate system-> observing coordinate system-> hiding on the back-> illumination-> cropping-> projection-> viewport coordinate system-> Rasterization 1. Local Space) A local space or modeling space is a coordinate system used to create a list of triangle units of an object. The advantage of using a local coordinate system is that it can simplify the modeling process. Personal Un

The last of WPF-GDI/GDI +, a feast of direct3d [zz]

What is GDI/GDI +? GDI is the main graphics library for Windows applications today. it provides 2D graphics and text functionality, as well as limited imaging functionality. there is some level of acceleration support in graphics cards for GDI, but it is almost negligible nowadays (especially when compared to the level of investment in direct3d acceleration ). GDI + was introduced around 2001 and it brought anti-aliased 2D graphics, floating point coo

The last of WPF-GDI/GDI +, a feast of direct3d [zz]

GDI/GDI +What is GDI is the main graphics library for Windows applications today. it provides 2D graphics and text functionality, as well as limited imaging functionality. there is some level of acceleration support in graphics cards for GDI, but it is almost negligible nowadays (especially when compared to the level of investment in direct3d acceleration ). GDI + was introduced around 2001 and it brought anti-aliased 2D graphics, floating point

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